Grab the client value using sourcemod?

Sent from my iPhone 5

> On Nov 12, 2013, at 12:01 PM, Todd Pettit <pettit.t...@gmail.com> wrote:
> 
> "cl_connectmethod" = "serverbrowser_favorites" 
> 
> Ok, it works for myself but I know how I connected how do you see how others 
> connected?
> 
> 
> ----- Original Message -----
> From: "Fletcher Dunn" <fletch...@valvesoftware.com>
> To: "Half-Life dedicated Linux server mailing list" 
> <hlds_linux@list.valvesoftware.com>
> Cc: "Half-Life dedicated Win32 server mailing list 
> (h...@list.valvesoftware.com)" <h...@list.valvesoftware.com>
> Sent: Tuesday, November 12, 2013 2:45:44 PM
> Subject: Re: [hlds_linux] Where is my traffic coming from?
> 
> It tells you what tab they used.  So you know whether they used the favorites 
> tab versus the main server list.
> 
> -----Original Message-----
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
> Sent: Tuesday, November 12, 2013 11:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Where is my traffic coming from?
> 
> What's the point of having this feature on the other games if the only way to 
> connect is via the server browser?
>> On Nov 12, 2013 2:09 PM, "DontWannaName!" <ad...@topnotchclan.com> wrote:
>> 
>> Is it able to tell if they connect from their favorites?
>> 
>> Sent from my iPhone 5
>> 
>>> On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
>>> <fletch...@valvesoftware.com>
>> wrote:
>>> 
>>> Several server operators have requested the ability to know how 
>>> their
>> clients are connecting to their server.  The latest TF update added a 
>> new client convar, cl_connectmethod, that contains a string value that 
>> indicates how the client connected to your server.  It's sent in the 
>> same way as cl_rate and others, and a plugin should be able to access 
>> this information.  It will be empty if joined directly through a 
>> console "connect" command.  I apologize that I don't have the list of 
>> values at hand, but I'm sure some helpful server operator or plugin 
>> author will post the list of codes that are sent.
>>> 
>>> Please be aware that the field is not secure, and the work required 
>>> to
>> secure it is not trivial.  Without too much effort a client could send 
>> you pretty much any string they want.  So this is best used for 
>> general reporting purposes and understanding where your players are 
>> coming from, not to treat players differently based on how they connect.
>>> 
>>> This is a Source engine change, so it will be available in CS:S, 
>>> DoD:S,
>> and HL2:DM in the next update for those games.
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>> 
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